new Text(game, x, y, text, style)
Create a new Text
object. This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for renderning to the view.
Because of this you can only display fonts that are currently loaded and available to the browser. It won't load the fonts for you.
Here is a compatibility table showing the available default fonts across different mobile browsers: http://www.jordanm.co.uk/tinytype
Parameters:
Name | Type | Description |
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game |
Phaser.Game | Current game instance. |
x |
number | X position of the new text object. |
y |
number | Y position of the new text object. |
text |
string | The actual text that will be written. |
style |
object | The style object containing style attributes like font, font size , |
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Extends
- PIXI.Text
Members
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align
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Properties:
Name Type Description align
string Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
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angle
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Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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Properties:
Name Type Description angle
number Gets or sets the angle of rotation in degrees.
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cameraOffset
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Properties:
Name Type Description cameraOffset
Phaser.Point If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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colors
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Properties:
Name Type Description colors
array An array of the color values as specified by
Text.addColor
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destroyPhase
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Properties:
Name Type Description destroyPhase
boolean True if this object is currently being destroyed.
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events
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Properties:
Name Type Description events
Phaser.Events The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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exists
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- Default Value:
- true
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Properties:
Name Type Description exists
boolean If exists = false then the Text isn't updated by the core game loop.
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fill
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Properties:
Name Type Description fill
object A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
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fixedToCamera
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An Text that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Text.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Text was in a Group that has x: 200, then this will be added to the cameraOffset.x
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Properties:
Name Type Description fixedToCamera
boolean Set to true to fix this Text to the Camera at its current world coordinates.
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font
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Properties:
Name Type Description font
string The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
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fontSize
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Properties:
Name Type Description fontSize
number The size of the font in pixels.
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fontWeight
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Properties:
Name Type Description fontWeight
number The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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input
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Properties:
Name Type Description input
Phaser.InputHandler | null The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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inputEnabled
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By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more.
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Properties:
Name Type Description inputEnabled
boolean Set to true to allow this object to receive input events.
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lineSpacing
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Properties:
Name Type Description lineSpacing
number Additional spacing (in pixels) between each line of text if multi-line.
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name
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Properties:
Name Type Description name
string The user defined name given to this object.
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shadowBlur
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Properties:
Name Type Description shadowBlur
number The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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shadowColor
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Properties:
Name Type Description shadowColor
string The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
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shadowOffsetX
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Properties:
Name Type Description shadowOffsetX
number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
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shadowOffsetY
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Properties:
Name Type Description shadowOffsetY
number The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
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stroke
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Properties:
Name Type Description stroke
string A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
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strokeThickness
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Properties:
Name Type Description strokeThickness
number A number that represents the thickness of the stroke. Default is 0 (no stroke)
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text
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The text string to be displayed by this Text object, taking into account the style settings.
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Properties:
Name Type Description text
string The text string to be displayed by this Text object, taking into account the style settings.
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type
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Properties:
Name Type Description type
number The const type of this object.
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wordWrap
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Properties:
Name Type Description wordWrap
boolean Indicates if word wrap should be used.
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wordWrapWidth
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Properties:
Name Type Description wordWrapWidth
number The width at which text will wrap.
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world
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Properties:
Name Type Description world
Phaser.Point The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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z
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Properties:
Name Type Description z
number The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
Methods
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addColor(color, position)
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This method allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as
#ff0000
orrgb(255,0,0)
and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text wasPhoton Storm
and you didText.addColor('#ffff00', 6)
it would color in the wordStorm
in yellow.Parameters:
Name Type Description color
string A canvas fillstyle that will be used on the text eg
red
,#00FF00
,rgba()
.position
number The index of the character in the string to start applying this color value from.
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clearColors()
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Clears any previously set color stops.
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destroy(destroyChildren)
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Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
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postUpdate()
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Automatically called by World.postUpdate.
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preUpdate()
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Automatically called by World.preUpdate.
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setShadow(x, y, color, blur)
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Parameters:
Name Type Argument Default Description x
number <optional>
0 The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
y
number <optional>
0 The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
color
string <optional>
'rgba(0,0,0,0)' The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
blur
number <optional>
0 The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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setStyle(style)
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Set the style of the text by passing a single style object to it.
Parameters:
Name Type Argument Description style
Object <optional>
The style properties to be set on the Text.
Properties
Name Type Argument Default Description font
string <optional>
'bold 20pt Arial' The style and size of the font.
fill
string <optional>
'black' A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
align
string <optional>
'left' Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
stroke
string <optional>
'black' A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
strokeThickness
number <optional>
0 A number that represents the thickness of the stroke. Default is 0 (no stroke).
wordWrap
boolean <optional>
false Indicates if word wrap should be used.
wordWrapWidth
number <optional>
100 The width in pixels at which text will wrap.
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update()
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Override and use this function in your own custom objects to handle any update requirements you may have.
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